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Race

The population of Utopia is made up of 9 Races. Choose carefully — many kingdoms coordinate Race and Personality picks as a team to develop a shared strategy.

Last updated: Age 114 — The Age of Convergence


Unique Abilities

Each Race has a Unique Ability reflecting its core strengths. Abilities are categorised as:

  • Passive — always active, consistent effect
  • Active (Duration) — activated, lasts a set number of days (same mechanic as Self Spells)
  • Active (Consumable) — activated, lasts until used or the next day
  • Cooldown — starts when activated, exact duration

War Doctrines

Each Race provides a War Doctrine bonus when your kingdom is at war. Strength scales with how many provinces of that race are in your kingdom.

  • Base Effect — 1.5% starting bonus from having at least one province of this race
  • Per Province — +1.0% per additional province of this race
  • Maximum — 7.5% cap (Avian caps at 5.0% reached at 5 provinces; all others at 7 provinces)

No doctrine may exceed 7.5% total. Additional provinces beyond the cap provide no further benefit.


Avian

Bonuses:

  • -20% Attack Time
  • -40% Training Time

Penalties:

  • Cannot Ambush
  • No Access to Stables and War Horses

Spell Book:

  • Town Watch
  • Illuminate Shadows
  • Divine Shield
  • Salvation

War Doctrine — Attack Time: Up to -5.0% Attack Time to your kingdom (cap reached at 5 provinces)

Unique — Opportunistic Raiders (Passive) Learn and Plunder attacks return armies 1 tick faster (after modifiers).

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Griffins (off spec) 13/0 5.2 350gc
Harpies (def spec) 0/9 4.5 350gc
Drakes (elite) 16/6 8.0 900gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse n/a 2
Thief 500gc

Dark Elf

Bonuses:

  • +25% Instant Spell Damage
  • -50% Rune Cost (excluding Rituals)
  • Can train Thieves using Specialist Credits

Penalties:

  • -25% Birth Rates

Spell Book:

  • Blizzard
  • Mage's Fury
  • Illuminate Shadows
  • Pitfalls
  • Quick Feet

War Doctrine — Instant Spell Damage: Up to +7.5% Instant Spell Damage to your kingdom

Unique — Mystic Enthusiasts (Passive) Successful offensive instant spells refund 20% of the rune cost.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Night Rangers (off spec) 15/0 6.0 350gc
Druids (def spec) 0/8 4.0 350gc
Drows (elite) 4/12 7.0 750gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Dwarf

Bonuses:

  • +25% Building Efficiency
  • -50% Construction Time
  • +20% Building Credits in Combat

Penalties:

  • Cannot Accelerate Construction
  • +10% Attack Time

Spell Book:

  • Miner's Mystique
  • Town Watch
  • Reflect Magic
  • Mist

War Doctrine — Specialist Credits: Up to +7.5% Specialist Credits gained in combat to your kingdom

Unique — Architect's Revenge (Passive) Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Warriors (off spec) 10/0 4.0 350gc
Axemen (def spec) 0/11 6.0 350gc
Berserkers (elite) 15/9 8.0 900gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Elf

Bonuses:

  • +30% Magic Effectiveness (WPA)
  • +1 Mana Per Tick in War

Penalties:

  • -20% TPA

Spell Book:

  • Pitfalls
  • Wrath
  • Fountain of Knowledge
  • Revelation

War Doctrine — Military Casualties Taken: Up to -7.5% Military Casualties Taken to your kingdom

Unique — Arcane Surge (Passive) While mana is below 40%, offensive spells deal +25% spell damage. The boost disappears as soon as mana climbs back above 35%.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Rangers (off spec) 10/0 4.0 350gc
Archers (def spec) 0/13 6.5 350gc
Elf Lords (elite) 14/6 7.0 800gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Faery

Bonuses:

  • +25% Spell Duration (offensive and self)
  • +25% WPA
  • +1 Mana Recovery per Tick

Penalties:

  • -10% Building Efficiency
  • +15% Military Wages

Spell Book:

  • Tree of Gold
  • Quick Feet
  • Town Watch
  • Blizzard
  • Mage's Fury
  • Greater Protection
  • Fountain of Knowledge
  • Miner's Mystique
  • Pitfalls
  • Revelation
  • Animate Dead

War Doctrine — Thievery and Magic Damage: Up to -7.5% damage from enemy Thievery and Magic instant operations to your kingdom

Unique — Leyline Interference (Passive) Enemy spells cast against Faery provinces have a 15% chance to fail completely.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Magicians (off spec) 10/0 4.0 350gc
Druids (def spec) 0/10 5.0 350gc
Beastmasters (elite) 8/15 9.0 900gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Halfling

Bonuses:

  • +10% Population
  • +1 Stealth Regeneration Per Tick
  • +20% Thievery Effectiveness (TPA)

Penalties:

  • +15% Military Casualties (attack and defence)

Spell Book:

  • Town Watch
  • Greater Protection

War Doctrine — Sabotage Damage: Up to +7.5% Sabotage damage to your kingdom

Unique — Sneak Attack (Active, Duration) When activated, all thievery operations incur zero thievery losses for 1 tick. Cooldown: 23 Hours

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Strongarms (off spec) 10/0 4.0 350gc
Slingers (def spec) 0/11 5.5 350gc
Brutes (elite) 10/13 8.0 900gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Human

Bonuses:

  • All Lands hold Prisoners — 2 per Acre
  • +1 Stealth In War
  • +15% Science Efficiency

Penalties:

  • Military wage increases take twice as long to fully apply (reductions apply normally)
  • +50% Rune Cost (excluding Rituals)
  • -50% Libraries Building Effectiveness

Spell Book:

  • Fountain of Knowledge
  • Revelation
  • Invisibility
  • Guile

War Doctrine — Book Generation: Up to +7.5% Book Generation to your kingdom

Unique — Civil Administration (Passive) Prisoners generate an additional 2.0gc per tick. Mercenary costs are reduced by 25%.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Swordsmen (off spec) 12/0 4.8 350gc
Archers (def spec) 0/10 5.0 350gc
Knights (elite) 14/9 8.0 1,000gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 3/0 0.9 2
Thief 500gc

Orc

Bonuses:

  • +15% Battle Gains
  • -50% Draft Cost

Penalties:

  • -15% Defensive Military Efficiency (DME)

Spell Book:

  • Aggression
  • Bloodlust

War Doctrine — Enemy Military Casualties: Up to +7.5% Enemy Military Casualties to your kingdom

Unique — Pillage and Burn (Passive) Successful Traditional Marches capture +30% additional Prisoners. Massacre attacks are +15% more effective at killing Wizards.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Goblins (off spec) 13/0 5.2 350gc
Trolls (def spec) 0/10 5.0 350gc
Ogres (elite) 20/1 7.0 850gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Undead

Bonuses:

  • -40% Military Losses (attack and defence)
  • Plague Immunity
  • No Food Requirement

Penalties:

  • -5% Offensive Military Efficiency (OME)

Spell Book:

  • Animate Dead

War Doctrine — Enemy Battle Gains: Up to -7.5% Enemy Battle Gains to your kingdom

Unique — Plaguebearers (Passive) All successful attacks have a 33% chance to spread plague to the target province.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Skeletons (off spec) 11/0 4.4 350gc
Zombies (def spec) 0/10 5.0 350gc
Ghouls (elite) 16/7 8.0 900gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

  1. Varies means the unit is not trained at a single fixed gc cost. Soldiers come from the draft

  2. marks units that are not directly trained or purchased for a standard fixed gc cost. See Units for shared unit costs and mechanics.